Template:KV Source 2 Light: Difference between revisions
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m (remove some keyvalues, these are only available on the next gen lights (lights2)) |
Grande1900 (talk | contribs) (Intn'ing Source 2 KV templates) |
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{{ScrollBox|title=Source 2 Light| | {{ScrollBox|title=Source 2 Light| | ||
{{KV|Enabled | {{KV|Enabled|intn=enabled|boolean|Sets the initial on/off state of the light.}} | ||
{{KV|Color | {{KV|Color|intn=color|color255|The RGB color of the light.}} | ||
{{KV|Brightness | {{KV|Brightness|intn=brightness|float|The brightness of the light. The value can be increased over 1.0}} | ||
{{KV|Range | {{KV|Range|intn=range|float|Distance range for light. 0 : infinite.}} | ||
{{KV|Cast Shadows | {{KV|Cast Shadows|intn=castshadows|choices|Whether this light casts shadow.}} | ||
:*0: No | :*0: No | ||
:*1: Yes | :*1: Yes | ||
:*2: Baked Only | :*2: Baked Only | ||
{{KV|Shadow Near Clip Plane | {{KV|Shadow Near Clip Plane|intn=nearclipplane|float|Distance in game units for near clip plane for shadow map.}} | ||
{{KV|Appearance | {{KV|Appearance|intn=style|choices|Various Custom Appearance presets.}} | ||
{{light appearances}} | {{light appearances}} | ||
{{KV|Custom Appearance | {{KV|Custom Appearance|intn=pattern|string|Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.}} | ||
{{KV|Start Fade Dist | {{KV|Start Fade Dist|intn=fademindist|float|Distance at which the light starts to fade (<0 : use fademaxdist).}} | ||
{{KV|End Fade Dist | {{KV|End Fade Dist|intn=fademaxdist|float|Maximum distance at which the light is visible (0 : don't fade out).}} | ||
{{KV|Render to Cubemaps | {{KV|Render to Cubemaps|intn=rendertocubemaps|boolean|If true, this geometry renders into baked cube maps}} | ||
{{KV|Priority | {{KV|Priority|intn=priority|integer|When the number of visible lights exceeds the rendering budget, higher priority lights are chosen for rendering first.}} | ||
{{KV|Indirect Light Multiplier | {{KV|Indirect Light Multiplier|intn=bouncescale|float|Multiplies the brightness of light bouncing of surfaces.}} | ||
{{KV|Render Diffuse | {{KV|Render Diffuse|intn=renderdiffuse|boolean|Toggles baking and rendering of diffuse lighting (per-pixel, lightmaps,light probe volumes and bounced light on cubemaps).}} | ||
{{KV|Render Specular | {{KV|Render Specular|intn=renderspecular|choices|Controls rendering of direct specular highlights. This applies a bright sphere effect to reflections.}} | ||
:*0: Off | :*0: Off | ||
:*1: On - Render in real-time. | :*1: On - Render in real-time. | ||
:*2: Bake into cubemaps (Source 1 behavior) | :*2: Bake into cubemaps (Source 1 behavior) | ||
{{KV|Enabled | {{KV|Enabled|intn=directlight|choices|How direct lighting should be represented.}} | ||
:*0: None | :*0: None | ||
:*1: Baked | :*1: Baked | ||
:*2: Per-Pixel | :*2: Per-Pixel | ||
:*3: Mixed {{todo|possibly deprecated}} | :*3: Mixed {{todo|possibly deprecated}} | ||
{{KV|Enabled | {{KV|Enabled|intn=indirectlight|choices|How indirect lighting should be represented.}} | ||
:*0: None | :*0: None | ||
:*1: Baked | :*1: Baked |
Revision as of 10:30, 24 August 2024
Source 2 Light:
- Enabled (enabled) <boolean>
- Sets the initial on/off state of the light.
- Color (color) <color255>
- The RGB color of the light.
- Brightness (brightness) <float>
- The brightness of the light. The value can be increased over 1.0
- Range (range) <float>
- Distance range for light. 0 : infinite.
- Cast Shadows (castshadows) <choices>
- Whether this light casts shadow.
- 0: No
- 1: Yes
- 2: Baked Only
- Shadow Near Clip Plane (nearclipplane) <float>
- Distance in game units for near clip plane for shadow map.
- Appearance (style) <choices>
- Various Custom Appearance presets.
- Custom Appearance (pattern) <string>
- Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.
- Start Fade Dist (fademindist) <float>
- Distance at which the light starts to fade (<0 : use fademaxdist).
- End Fade Dist (fademaxdist) <float>
- Maximum distance at which the light is visible (0 : don't fade out).
- Render to Cubemaps (rendertocubemaps) <boolean>
- If true, this geometry renders into baked cube maps
- Priority (priority) <integer>
- When the number of visible lights exceeds the rendering budget, higher priority lights are chosen for rendering first.
- Indirect Light Multiplier (bouncescale) <float>
- Multiplies the brightness of light bouncing of surfaces.
- Render Diffuse (renderdiffuse) <boolean>
- Toggles baking and rendering of diffuse lighting (per-pixel, lightmaps,light probe volumes and bounced light on cubemaps).
- Render Specular (renderspecular) <choices>
- Controls rendering of direct specular highlights. This applies a bright sphere effect to reflections.
- 0: Off
- 1: On - Render in real-time.
- 2: Bake into cubemaps (Source 1 behavior)
- Enabled (directlight) <choices>
- How direct lighting should be represented.
- 0: None
- 1: Baked
- 2: Per-Pixel
- 3: Mixed Todo: possibly deprecated
- Enabled (indirectlight) <choices>
- How indirect lighting should be represented.
- 0: None
- 1: Baked